Last updated on 24 September, 2026.

The KV-4 KTTS is a Soviet tier 8 TD. It features very reliable armour which is easy to angle, poor mobility, and a gun with high DPM but low alpha and the Assault shells mechanic.
Armour
(The KV-4 KTTS in the images is using Enhanced Armour)


Drag slider right -> to view 225mm AP
Drag slider <- left to view 265mm APCR
Armour when facing head on:
Upper plate 240mm
Lower plate 200-280mm
Gun mantlet 250-300mm
Turret cheeks 330-580mm
Cupola front 240-250mm
Side armour:
Side armour is 150mm.
Armour performance:
Strong areas:
-The turret is very strong as long as its facing enemies.
-The cupola is also very strong, however well-aimed shots from tier 8-9 premium ammo can still penetrate.
-The entire front & side of the KV-4 KTTS are strong against tier 7/8/9 standard ammo if its angled correctly.
Main weakpoints:
-The center of the lower plate is weak to most tier 8-9 enemies when not angled.
-The upper plate is weak against tier 8 premium ammo when not angled, and weak to tier 9 premium ammo even when angled.
Autoloader gun
KV-4 KTTS mounts a 107mm gun with the Assault Shells mechanic, so its damage gets less the further away from enemies you are.
| Range | 0-50m | 51-120m | 121-200m | 201-720m |
| DPM | 3783 | 3243 | 2702 | 2162 |
| Standard Alpha | 434 | 372 | 310 | 248 |
| Premium Alpha | 364 | 312 | 255 | 208 |
| HE Alpha | 520 | 520 | 520 | 520 |
Firepower:
-Ammo: APCR/APCR/HE.
-Penetration: 255/315/62mm.
-Reload time: 6.9s
Handling:
โEstimated aim time: 3.6/4.0s
โBase aim time: 2.5s
-Dispersion: 0.353/0.314
–Gun handling: 0.19/0.22/0.1
Usability:
-Shell velocities: 1100/1350/800 m/s.
-Gun depression is -5 degrees.
-Gun arc left/right is 45/45 degrees.
Overall this gun is pretty mediocre. For a TD its damage is quite low unless you are in very close range, however it has great DPM and a fairly quick reload to make up for it (3.2k up to 120m away).
The accuracy, aim time, and gun handling are all fairly poor, so this gun is designed more to be a close-range beast, as its performance over mid to long range would result in quite low damage and more missed shots compared to other TDs.
Mobility
Raw stats:
-Forward speed is 32km/h.
-Reverse speed is -12km/h.
-Raw acceleration rate is 13.1 hp/t.
-Engine power is 1392hp for its 106 ton weight.
–Terrain resistances are 1/1.4/1.8
Hard terrain mobility:
-Actual acceleration is 13.1 hp/t.
-Traverse speed is 24.7 deg/s.
Medium terrain mobility:
-Actual acceleration is 9.4 hp/t.
-Traverse speed is 17.6 deg/s.
This is poor mobility, the traverse speed is extremely slow, even when compared to heavy tanks. On top of this the tank is very long and large, which makes maneuvering quite slow and awkward.
Acceleration isn’t terrible considering the armour of the KTTS, however its not great either.
Equipment Loadout
Gun Rammer:
Gun rammer plays into the strengths of the KV-4 KTTS, with its very high DPM in close range. Calibrated shells aren’t really needed for the KTTS as it has good penetration numbers already.
Gun rammer reduces the reload time from 7.2s down to 6.9s, and increases DPM by 135-189 depending on what range you’re fighting at.
Enhanced Armour:
As this is an armour focussed tank, the KTTS should definitely use enhanced armour. It makes a significant difference when you’re angling the hull side to make the lower plate more troll. The default HP of this tank is already great for a TD, at 1450, and bouncing more shots is worth more effective HP than the benefit of improved assembly.
Vertical Stabilizer:
As the KTTS is mainly a close range brawler, vertical stabilizer is the best choice for how the tank plays and the situations it fights in, especially as its base gun handling of 0.19/0.22/0.1 is quite poor.
Gameplay advice
KV-4 KTTS is not a tank destroyer in playstyle, it is a heavy tank. It has no traits of a TD, and when playing this tank always play it as though it were a HT.
General gameplay:
Always prioritize 2 things in gameplay and where you go on maps.
-One is flat ground, as the tank is huge and has poor gun depression and poor mobility, it needs relatively flat ground to be able to get its gun on target, and to maneuver around.
-The other is city/town areas, or at least areas where you’re able to get a lot of hard cover from buildings or rocks. Such areas are best for the armour use of the KTTS, as it being so large and slow means that large cover is needed to hide its sides from flanking enemies, or just secondary angles.
KTTS struggles much more on maps where it has to face tanks from multiple directions, as its sides are long and flat, and its easily flanked due to low speed. So always try to keep with allies who can support you, and also try to choose well-covered paths, as the KTTS cannot react quickly if a tank appears on its side or in an early ambush position.
City fights:
Cities are where you’ll do best in the KTTS, you can angle the hull easily and keep enemies in front of you, without much risk of being shot in the sides.
Try to close the distance to enemies so you can take advantage of the assault shells mechanic, as doing 430 damage every 7s will shred even the highest HP of heavy tanks. Sit back in a less aggressive position if you’re outnumbered and know you’ll be overrun by pushing forward too far.
Playing non-city maps:
You have to be more careful with positioning on non-city maps, as the KTTS is weak to flanking and isn’t good in positions where gun depression is needed.
Try to find situations where you can use the tank’s armour, or can get in close range fights with enemies, avoid pushing anywhere alone as the more open terrain makes it easier to be flanked, even a single faster tank can be very hard to shake off due to the poor traverse of the KTTS.
Armour angling:
Always be angling and wiggling the tank if your lower plate is exposed, as the strong side armour and troll armour of the lower plate will make it much more likley for enemies to bounce off.
If you have buildings or rocks to work with, you can either sidescrape or expose the front (like a VK 72.01(K) or T28 HTC does), just be wary of the weak areas, and if enemies start using premium ammo against you.


Drag slider <- left to view 265mm APCR
Overall
The KV-4 KTTS is overall a situational tank.
Its built to be a 10/10 tank in close range city fights, but isn’t great outside of that environment.
| Rating 1-10 | Reason | |
| Armour | 7 | Easy to use and angle. |
| HP | 8 | 1450 HP, very good for TD. |
| Firepower | 7 | Very high DPM in close range. |
| Gun Consistency | 4 | Slow aim, poor accuracy. |
| Mobility | 2.5 | Very slow traverse. |
| Top speed | 3.5 | 32km/h |
Is it worth getting?
KV-4 KTTS is only worth getting if you really want a TD that’s focussed around armour use, as the KTTS’s main unique trait is the great angling capability it has and strength in close range engagements.
Outside of this, a regular heavy tank will perform much better for general use, as the KTTS is heavily balanced around only being good in a close-range fight on flat ground.
The KV-4 KTTS is worth 6,000 gold. The tank is VERY situational, and its only good in one type of environment, outside of that it just doesn’t perform well enough for itself and heavily relies on the team.
Price Guide
KV-4 KTTS is available as a bundle of the “Community Club” section of the store, which is only purchasable by buying other bundles which contain the currency needed for “Community Club” offers.
Legendary Camos:

KV-4 KTTS currently has no special camos.
